]> git.lizzy.rs Git - minetest.git/commitdiff
Cleanup ClientLauncher structure (#10160)
authorSmallJoker <SmallJoker@users.noreply.github.com>
Tue, 14 Jul 2020 17:10:37 +0000 (19:10 +0200)
committerGitHub <noreply@github.com>
Tue, 14 Jul 2020 17:10:37 +0000 (19:10 +0200)
Remove duplicated variables and unify the startup data into a new (inherited) struct.

src/client/clientlauncher.cpp
src/client/clientlauncher.h
src/client/game.cpp
src/client/game.h
src/client/inputhandler.h
src/gameparams.h
src/main.cpp

index f18915a55e2f9b0ee77e8f63fdcd84770cad35e3..ce16797e683a61d8c8ee4187d64ee1bca379c4ec 100644 (file)
@@ -56,6 +56,20 @@ bool isMenuActive()
 // Passed to menus to allow disconnecting and exiting
 MainGameCallback *g_gamecallback = nullptr;
 
+#if 0
+// This can be helpful for the next code cleanup
+static void dump_start_data(const GameStartData &data)
+{
+       std::cout <<
+               "\ndedicated   " << (int)data.is_dedicated_server <<
+               "\nport        " << data.socket_port <<
+               "\nworld_path  " << data.world_spec.path <<
+               "\nworld game  " << data.world_spec.gameid <<
+               "\ngame path   " << data.game_spec.path <<
+               "\nplayer name " << data.name <<
+               "\naddress     " << data.address << std::endl;
+}
+#endif
 
 ClientLauncher::~ClientLauncher()
 {
@@ -74,9 +88,16 @@ ClientLauncher::~ClientLauncher()
 }
 
 
-bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
+bool ClientLauncher::run(GameStartData &start_data, const Settings &cmd_args)
 {
-       init_args(game_params, cmd_args);
+       /* This function is called when a client must be started.
+        * Covered cases:
+        *   - Singleplayer (address but map provided)
+        *   - Join server (no map but address provided)
+        *   - Local server (for main menu only)
+       */
+
+       init_args(start_data, cmd_args);
 
        // List video modes if requested
        if (list_video_modes)
@@ -216,7 +237,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
                                core::rect<s32>(0, 0, 10000, 10000));
 
                        bool game_has_run = launch_game(error_message, reconnect_requested,
-                               game_params, cmd_args);
+                               start_data, cmd_args);
 
                        // Reset the reconnect_requested flag
                        reconnect_requested = false;
@@ -241,13 +262,6 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
                                break;
                        }
 
-                       if (current_playername.length() > PLAYERNAME_SIZE-1) {
-                               error_message = gettext("Player name too long.");
-                               playername = current_playername.substr(0, PLAYERNAME_SIZE-1);
-                               g_settings->set("name", playername);
-                               continue;
-                       }
-
                        RenderingEngine::get_video_driver()->setTextureCreationFlag(
                                        video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
 
@@ -258,18 +272,11 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
 
                        the_game(
                                kill,
-                               random_input,
                                input,
-                               worldspec.path,
-                               current_playername,
-                               current_password,
-                               current_address,
-                               current_port,
+                               start_data,
                                error_message,
                                chat_backend,
-                               &reconnect_requested,
-                               gamespec,
-                               simple_singleplayer_mode
+                               &reconnect_requested
                        );
                        RenderingEngine::get_scene_manager()->clear();
 
@@ -311,31 +318,27 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
        return retval;
 }
 
-void ClientLauncher::init_args(GameParams &game_params, const Settings &cmd_args)
+void ClientLauncher::init_args(GameStartData &start_data, const Settings &cmd_args)
 {
-
        skip_main_menu = cmd_args.getFlag("go");
 
-       // FIXME: This is confusing (but correct)
-
-       /* If world_path is set then override it unless skipping the main menu using
-        * the --go command line param. Else, give preference to the address
-        * supplied on the command line
-        */
-       address = g_settings->get("address");
-       if (!game_params.world_path.empty() && !skip_main_menu)
-               address = "";
-       else if (cmd_args.exists("address"))
-               address = cmd_args.get("address");
+       start_data.address = g_settings->get("address");
+       if (cmd_args.exists("address")) {
+               // Join a remote server
+               start_data.address = cmd_args.get("address");
+               start_data.world_path.clear();
+       }
+       if (!start_data.world_path.empty()) {
+               // Start a singleplayer instance
+               start_data.address = "";
+       }
 
-       playername = g_settings->get("name");
+       start_data.name = g_settings->get("name");
        if (cmd_args.exists("name"))
-               playername = cmd_args.get("name");
+               start_data.name = cmd_args.get("name");
 
        list_video_modes = cmd_args.getFlag("videomodes");
 
-       use_freetype = g_settings->getBool("freetype");
-
        random_input = g_settings->getBool("random_input")
                        || cmd_args.getFlag("random-input");
 }
@@ -375,28 +378,20 @@ void ClientLauncher::init_input()
 }
 
 bool ClientLauncher::launch_game(std::string &error_message,
-               bool reconnect_requested, GameParams &game_params,
+               bool reconnect_requested, GameStartData &start_data,
                const Settings &cmd_args)
 {
-       // Initialize menu data
-       MainMenuData menudata;
-       menudata.address                         = address;
-       menudata.name                            = playername;
-       menudata.password                        = password;
-       menudata.port                            = itos(game_params.socket_port);
-       menudata.script_data.errormessage        = error_message;
-       menudata.script_data.reconnect_requested = reconnect_requested;
-
+       // Prepare and check the start data to launch a game
+       std::string error_message_lua = error_message;
        error_message.clear();
 
        if (cmd_args.exists("password"))
-               menudata.password = cmd_args.get("password");
-
+               start_data.password = cmd_args.get("password");
 
        if (cmd_args.exists("password-file")) {
                std::ifstream passfile(cmd_args.get("password-file"));
                if (passfile.good()) {
-                       getline(passfile, menudata.password);
+                       getline(passfile, start_data.password);
                } else {
                        error_message = gettext("Provided password file "
                                        "failed to open: ")
@@ -407,88 +402,112 @@ bool ClientLauncher::launch_game(std::string &error_message,
        }
 
        // If a world was commanded, append and select it
-       if (!game_params.world_path.empty()) {
-               worldspec.gameid = getWorldGameId(game_params.world_path, true);
-               worldspec.name = _("[--world parameter]");
+       // This is provieded by "get_world_from_cmdline()", main.cpp
+       if (!start_data.world_path.empty()) {
+               auto &spec = start_data.world_spec;
 
-               if (worldspec.gameid.empty()) { // Create new
-                       worldspec.gameid = g_settings->get("default_game");
-                       worldspec.name += " [new]";
+               spec.path = start_data.world_path;
+               spec.gameid = getWorldGameId(spec.path, true);
+               spec.name = _("[--world parameter]");
+
+               if (spec.gameid.empty()) {      // Create new
+                       spec.gameid = g_settings->get("default_game");
+                       spec.name += " [new]";
                }
-               worldspec.path = game_params.world_path;
        }
 
        /* Show the GUI menu
         */
+       std::string server_name, server_description;
+       start_data.local_server = false;
        if (!skip_main_menu) {
+               // Initialize menu data
+               // TODO: Re-use existing structs (GameStartData)
+               MainMenuData menudata;
+               menudata.address                         = start_data.address;
+               menudata.name                            = start_data.name;
+               menudata.password                        = start_data.password;
+               menudata.port                            = itos(start_data.socket_port);
+               menudata.script_data.errormessage        = error_message_lua;
+               menudata.script_data.reconnect_requested = reconnect_requested;
+
                main_menu(&menudata);
 
                // Skip further loading if there was an exit signal.
                if (*porting::signal_handler_killstatus())
                        return false;
 
-               address = menudata.address;
+               if (!menudata.script_data.errormessage.empty()) {
+                       /* The calling function will pass this back into this function upon the
+                        * next iteration (if any) causing it to be displayed by the GUI
+                        */
+                       error_message = menudata.script_data.errormessage;
+                       return false;
+               }
+
                int newport = stoi(menudata.port);
                if (newport != 0)
-                       game_params.socket_port = newport;
-
-               simple_singleplayer_mode = menudata.simple_singleplayer_mode;
+                       start_data.socket_port = newport;
 
+               // Update world information using main menu data
                std::vector<WorldSpec> worldspecs = getAvailableWorlds();
 
-               if (menudata.selected_world >= 0
-                               && menudata.selected_world < (int)worldspecs.size()) {
+               int world_index = menudata.selected_world;
+               if (world_index >= 0 && world_index < (int)worldspecs.size()) {
                        g_settings->set("selected_world_path",
-                                       worldspecs[menudata.selected_world].path);
-                       worldspec = worldspecs[menudata.selected_world];
+                                       worldspecs[world_index].path);
+                       start_data.world_spec = worldspecs[world_index];
                }
+
+               start_data.name = menudata.name;
+               start_data.password = menudata.password;
+               start_data.address = std::move(menudata.address);
+               server_name = menudata.servername;
+               server_description = menudata.serverdescription;
+
+               start_data.local_server = !menudata.simple_singleplayer_mode &&
+                       start_data.address.empty();
        }
 
-       if (!menudata.script_data.errormessage.empty()) {
-               /* The calling function will pass this back into this function upon the
-                * next iteration (if any) causing it to be displayed by the GUI
-                */
-               error_message = menudata.script_data.errormessage;
+       if (!RenderingEngine::run())
                return false;
-       }
 
-       if (menudata.name.empty() && !simple_singleplayer_mode) {
+       if (!start_data.isSinglePlayer() && start_data.name.empty()) {
                error_message = gettext("Please choose a name!");
                errorstream << error_message << std::endl;
                return false;
        }
 
-       playername = menudata.name;
-       password = menudata.password;
-
-       current_playername = playername;
-       current_password   = password;
-       current_address    = address;
-       current_port       = game_params.socket_port;
-
        // If using simple singleplayer mode, override
-       if (simple_singleplayer_mode) {
-               assert(!skip_main_menu);
-               current_playername = "singleplayer";
-               current_password = "";
-               current_address = "";
-               current_port = myrand_range(49152, 65535);
+       if (start_data.isSinglePlayer()) {
+               start_data.name = "singleplayer";
+               start_data.password = "";
+               start_data.socket_port = myrand_range(49152, 65535);
        } else {
-               g_settings->set("name", playername);
-               if (!address.empty()) {
+               g_settings->set("name", start_data.name);
+               if (!start_data.address.empty()) {
                        ServerListSpec server;
-                       server["name"] = menudata.servername;
-                       server["address"] = menudata.address;
-                       server["port"] = menudata.port;
-                       server["description"] = menudata.serverdescription;
+                       server["name"]        = server_name;
+                       server["address"]     = start_data.address;
+                       server["port"]        = itos(start_data.socket_port);
+                       server["description"] = server_description;
                        ServerList::insert(server);
                }
        }
 
+       if (start_data.name.length() > PLAYERNAME_SIZE - 1) {
+               error_message = gettext("Player name too long.");
+               start_data.name.resize(PLAYERNAME_SIZE);
+               g_settings->set("name", start_data.name);
+               return false;
+       }
+
+       auto &worldspec = start_data.world_spec;
        infostream << "Selected world: " << worldspec.name
                   << " [" << worldspec.path << "]" << std::endl;
 
-       if (current_address.empty()) { // If local game
+       if (start_data.address.empty()) {
+               // For singleplayer and local server
                if (worldspec.path.empty()) {
                        error_message = gettext("No world selected and no address "
                                        "provided. Nothing to do.");
@@ -504,8 +523,8 @@ bool ClientLauncher::launch_game(std::string &error_message,
                }
 
                // Load gamespec for required game
-               gamespec = findWorldSubgame(worldspec.path);
-               if (!gamespec.isValid() && !game_params.game_spec.isValid()) {
+               start_data.game_spec = findWorldSubgame(worldspec.path);
+               if (!start_data.game_spec.isValid()) {
                        error_message = gettext("Could not find or load game \"")
                                        + worldspec.gameid + "\"";
                        errorstream << error_message << std::endl;
@@ -515,15 +534,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
                if (porting::signal_handler_killstatus())
                        return true;
 
-               if (game_params.game_spec.isValid() &&
-                               game_params.game_spec.id != worldspec.gameid) {
-                       warningstream << "Overriding gamespec from \""
-                                   << worldspec.gameid << "\" to \""
-                                   << game_params.game_spec.id << "\"" << std::endl;
-                       gamespec = game_params.game_spec;
-               }
-
-               if (!gamespec.isValid()) {
+               if (!start_data.game_spec.isValid()) {
                        error_message = gettext("Invalid gamespec.");
                        error_message += " (world.gameid=" + worldspec.gameid + ")";
                        errorstream << error_message << std::endl;
@@ -531,6 +542,7 @@ bool ClientLauncher::launch_game(std::string &error_message,
                }
        }
 
+       start_data.world_path = start_data.world_spec.path;
        return true;
 }
 
index 2702895d692186a2e4001eb6604a76b8e90746d0..b280d8e6b2f551e6abed638c3397f79b7f03bf73 100644 (file)
@@ -32,15 +32,15 @@ class ClientLauncher
 
        ~ClientLauncher();
 
-       bool run(GameParams &game_params, const Settings &cmd_args);
+       bool run(GameStartData &start_data, const Settings &cmd_args);
 
-protected:
-       void init_args(GameParams &game_params, const Settings &cmd_args);
+private:
+       void init_args(GameStartData &start_data, const Settings &cmd_args);
        bool init_engine();
        void init_input();
 
        bool launch_game(std::string &error_message, bool reconnect_requested,
-               GameParams &game_params, const Settings &cmd_args);
+               GameStartData &start_data, const Settings &cmd_args);
 
        void main_menu(MainMenuData *menudata);
 
@@ -48,23 +48,8 @@ class ClientLauncher
 
        bool list_video_modes = false;
        bool skip_main_menu = false;
-       bool use_freetype = false;
        bool random_input = false;
-       std::string address = "";
-       std::string playername = "";
-       std::string password = "";
        InputHandler *input = nullptr;
        MyEventReceiver *receiver = nullptr;
        gui::IGUISkin *skin = nullptr;
-       gui::IGUIFont *font = nullptr;
-       SubgameSpec gamespec;
-       WorldSpec worldspec;
-       bool simple_singleplayer_mode = false;
-
-       // These are set up based on the menu and other things
-       // TODO: Are these required since there's already playername, password, etc
-       std::string current_playername = "inv£lid";
-       std::string current_password = "";
-       std::string current_address = "does-not-exist";
-       int current_port = 0;
 };
index 069c482caae5a548347271704d1ed91138e4c7b0..5f3ff56490471ec51d9d5c51981f0f9be3de71ae 100644 (file)
@@ -34,11 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "clouds.h"
 #include "config.h"
 #include "content_cao.h"
+#include "content/subgames.h"
 #include "client/event_manager.h"
 #include "fontengine.h"
 #include "itemdef.h"
 #include "log.h"
 #include "filesys.h"
+#include "gameparams.h"
 #include "gettext.h"
 #include "gui/guiChatConsole.h"
 #include "gui/guiConfirmRegistration.h"
@@ -669,19 +671,11 @@ class Game {
        ~Game();
 
        bool startup(bool *kill,
-                       bool random_input,
                        InputHandler *input,
-                       const std::string &map_dir,
-                       const std::string &playername,
-                       const std::string &password,
-                       // If address is "", local server is used and address is updated
-                       std::string *address,
-                       u16 port,
+                       const GameStartData &game_params,
                        std::string &error_message,
                        bool *reconnect,
-                       ChatBackend *chat_backend,
-                       const SubgameSpec &gamespec,    // Used for local game
-                       bool simple_singleplayer_mode);
+                       ChatBackend *chat_backend);
 
        void run();
        void shutdown();
@@ -691,21 +685,18 @@ class Game {
        void extendedResourceCleanup();
 
        // Basic initialisation
-       bool init(const std::string &map_dir, std::string *address,
-                       u16 port,
-                       const SubgameSpec &gamespec);
+       bool init(const std::string &map_dir, const std::string &address,
+                       u16 port, const SubgameSpec &gamespec);
        bool initSound();
        bool createSingleplayerServer(const std::string &map_dir,
-                       const SubgameSpec &gamespec, u16 port, std::string *address);
+                       const SubgameSpec &gamespec, u16 port);
 
        // Client creation
-       bool createClient(const std::string &playername,
-                       const std::string &password, std::string *address, u16 port);
+       bool createClient(const GameStartData &start_data);
        bool initGui();
 
        // Client connection
-       bool connectToServer(const std::string &playername,
-                       const std::string &password, std::string *address, u16 port,
+       bool connectToServer(const GameStartData &start_data,
                        bool *connect_ok, bool *aborted);
        bool getServerContent(bool *aborted);
 
@@ -885,7 +876,6 @@ class Game {
        bool *reconnect_requested;
        scene::ISceneNode *skybox;
 
-       bool random_input;
        bool simple_singleplayer_mode;
        /* End 'cache' */
 
@@ -1017,28 +1007,21 @@ Game::~Game()
 }
 
 bool Game::startup(bool *kill,
-               bool random_input,
                InputHandler *input,
-               const std::string &map_dir,
-               const std::string &playername,
-               const std::string &password,
-               std::string *address,     // can change if simple_singleplayer_mode
-               u16 port,
+               const GameStartData &start_data,
                std::string &error_message,
                bool *reconnect,
-               ChatBackend *chat_backend,
-               const SubgameSpec &gamespec,
-               bool simple_singleplayer_mode)
+               ChatBackend *chat_backend)
 {
+
        // "cache"
        this->device              = RenderingEngine::get_raw_device();
        this->kill                = kill;
        this->error_message       = &error_message;
        this->reconnect_requested = reconnect;
-       this->random_input        = random_input;
        this->input               = input;
        this->chat_backend        = chat_backend;
-       this->simple_singleplayer_mode = simple_singleplayer_mode;
+       this->simple_singleplayer_mode = start_data.isSinglePlayer();
 
        input->keycache.populate();
 
@@ -1059,10 +1042,12 @@ bool Game::startup(bool *kill,
 
        g_client_translations->clear();
 
-       if (!init(map_dir, address, port, gamespec))
+       // address can change if simple_singleplayer_mode
+       if (!init(start_data.world_spec.path, start_data.address,
+                       start_data.socket_port, start_data.game_spec))
                return false;
 
-       if (!createClient(playername, password, address, port))
+       if (!createClient(start_data))
                return false;
 
        RenderingEngine::initialize(client, hud);
@@ -1221,7 +1206,7 @@ void Game::shutdown()
 
 bool Game::init(
                const std::string &map_dir,
-               std::string *address,
+               const std::string &address,
                u16 port,
                const SubgameSpec &gamespec)
 {
@@ -1245,8 +1230,8 @@ bool Game::init(
                return false;
 
        // Create a server if not connecting to an existing one
-       if (address->empty()) {
-               if (!createSingleplayerServer(map_dir, gamespec, port, address))
+       if (address.empty()) {
+               if (!createSingleplayerServer(map_dir, gamespec, port))
                        return false;
        }
 
@@ -1281,7 +1266,7 @@ bool Game::initSound()
 }
 
 bool Game::createSingleplayerServer(const std::string &map_dir,
-               const SubgameSpec &gamespec, u16 port, std::string *address)
+               const SubgameSpec &gamespec, u16 port)
 {
        showOverlayMessage(N_("Creating server..."), 0, 5);
 
@@ -1314,8 +1299,7 @@ bool Game::createSingleplayerServer(const std::string &map_dir,
        return true;
 }
 
-bool Game::createClient(const std::string &playername,
-               const std::string &password, std::string *address, u16 port)
+bool Game::createClient(const GameStartData &start_data)
 {
        showOverlayMessage(N_("Creating client..."), 0, 10);
 
@@ -1330,8 +1314,7 @@ bool Game::createClient(const std::string &playername,
                g_touchscreengui->hide();
        }
 #endif
-       if (!connectToServer(playername, password, address, port,
-                       &could_connect, &connect_aborted))
+       if (!connectToServer(start_data, &could_connect, &connect_aborted))
                return false;
 
        if (!could_connect) {
@@ -1463,8 +1446,7 @@ bool Game::initGui()
        return true;
 }
 
-bool Game::connectToServer(const std::string &playername,
-               const std::string &password, std::string *address, u16 port,
+bool Game::connectToServer(const GameStartData &start_data,
                bool *connect_ok, bool *connection_aborted)
 {
        *connect_ok = false;    // Let's not be overly optimistic
@@ -1473,10 +1455,10 @@ bool Game::connectToServer(const std::string &playername,
 
        showOverlayMessage(N_("Resolving address..."), 0, 15);
 
-       Address connect_address(0, 0, 0, 0, port);
+       Address connect_address(0, 0, 0, 0, start_data.socket_port);
 
        try {
-               connect_address.Resolve(address->c_str());
+               connect_address.Resolve(start_data.address.c_str());
 
                if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
                        //connect_address.Resolve("localhost");
@@ -1503,7 +1485,8 @@ bool Game::connectToServer(const std::string &playername,
                return false;
        }
 
-       client = new Client(playername.c_str(), password, *address,
+       client = new Client(start_data.name.c_str(),
+                       start_data.password, start_data.address,
                        *draw_control, texture_src, shader_src,
                        itemdef_manager, nodedef_manager, sound, eventmgr,
                        connect_address.isIPv6(), m_game_ui.get());
@@ -1574,13 +1557,13 @@ bool Game::connectToServer(const std::string &playername,
                                } else {
                                        registration_confirmation_shown = true;
                                        (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
-                                                  &g_menumgr, client, playername, password,
+                                                  &g_menumgr, client, start_data.name, start_data.password,
                                                   connection_aborted, texture_src))->drop();
                                }
                        } else {
                                wait_time += dtime;
                                // Only time out if we aren't waiting for the server we started
-                               if (!address->empty() && wait_time > 10) {
+                               if (!start_data.isSinglePlayer() && wait_time > 10) {
                                        *error_message = "Connection timed out.";
                                        errorstream << *error_message << std::endl;
                                        break;
@@ -2399,10 +2382,10 @@ void Game::checkZoomEnabled()
 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
 {
        if ((device->isWindowActive() && device->isWindowFocused()
-                       && !isMenuActive()) || random_input) {
+                       && !isMenuActive()) || input->isRandom()) {
 
 #ifndef __ANDROID__
-               if (!random_input) {
+               if (!input->isRandom()) {
                        // Mac OSX gets upset if this is set every frame
                        if (device->getCursorControl()->isVisible())
                                device->getCursorControl()->setVisible(false);
@@ -3349,7 +3332,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
        }
 
        // formspec in meta
-       if (meta && !meta->getString("formspec").empty() && !random_input
+       if (meta && !meta->getString("formspec").empty() && !input->isRandom()
                        && !isKeyDown(KeyType::SNEAK)) {
                // on_rightclick callbacks are called anyway
                if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
@@ -4260,19 +4243,11 @@ void Game::showPauseMenu()
 /****************************************************************************/
 
 void the_game(bool *kill,
-               bool random_input,
                InputHandler *input,
-               const std::string &map_dir,
-               const std::string &playername,
-               const std::string &password,
-               const std::string &address,         // If empty local server is created
-               u16 port,
-
+               const GameStartData &start_data,
                std::string &error_message,
                ChatBackend &chat_backend,
-               bool *reconnect_requested,
-               const SubgameSpec &gamespec,        // Used for local game
-               bool simple_singleplayer_mode)
+               bool *reconnect_requested) // Used for local game
 {
        Game game;
 
@@ -4280,14 +4255,11 @@ void the_game(bool *kill,
         * is created then this is updated and we don't want to change the value
         * passed to us by the calling function
         */
-       std::string server_address = address;
 
        try {
 
-               if (game.startup(kill, random_input, input, map_dir,
-                               playername, password, &server_address, port, error_message,
-                               reconnect_requested, &chat_backend, gamespec,
-                               simple_singleplayer_mode)) {
+               if (game.startup(kill, input, start_data, error_message,
+                               reconnect_requested, &chat_backend)) {
                        game.run();
                }
 
index 69e6eed0b394c60eff6b6c037d6908d6d986c1f8..d041532717640a8c1f4109377ca5ee0f297b9d82 100644 (file)
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 class InputHandler;
 class ChatBackend;  /* to avoid having to include chat.h */
 struct SubgameSpec;
+struct GameStartData;
 
 struct Jitter {
        f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
@@ -41,16 +42,10 @@ struct CameraOrientation {
        f32 camera_pitch;  // "up/down"
 };
 
+
 void the_game(bool *kill,
-               bool random_input,
                InputHandler *input,
-               const std::string &map_dir,
-               const std::string &playername,
-               const std::string &password,
-               const std::string &address, // If "", local server is used
-               u16 port,
+               const GameStartData &start_data,
                std::string &error_message,
                ChatBackend &chat_backend,
-               bool *reconnect_requested,
-               const SubgameSpec &gamespec, // Used for local game
-               bool simple_singleplayer_mode);
+               bool *reconnect_requested);
index 9be2a2ed4df1042bedc4492591e4ba48bc83a0b4..fc7998f2035df953500b081719b17b87864522a8 100644 (file)
@@ -219,6 +219,11 @@ class InputHandler
 
        virtual ~InputHandler() = default;
 
+       virtual bool isRandom() const
+       {
+               return false;
+       }
+
        virtual bool isKeyDown(GameKeyType k) = 0;
        virtual bool wasKeyDown(GameKeyType k) = 0;
        virtual bool cancelPressed() = 0;
@@ -372,6 +377,11 @@ class RandomInputHandler : public InputHandler
 public:
        RandomInputHandler() = default;
 
+       bool isRandom() const
+       {
+               return true;
+       }
+
        virtual bool isKeyDown(GameKeyType k) { return keydown[keycache.key[k]]; }
        virtual bool wasKeyDown(GameKeyType k) { return false; }
        virtual bool cancelPressed() { return false; }
index 28794a6497d323a492c8dc244d4835e370349dfb..70b0ffcde407de2410509d7be2a4030775a73696 100644 (file)
@@ -23,10 +23,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 struct SubgameSpec;
 
+// Information provided from "main"
 struct GameParams
 {
+       GameParams() = default;
+
        u16 socket_port;
        std::string world_path;
        SubgameSpec game_spec;
        bool is_dedicated_server;
 };
+
+// Information processed by main menu
+struct GameStartData : GameParams
+{
+       GameStartData() = default;
+
+       bool isSinglePlayer() const { return address.empty() && !local_server; }
+
+       std::string name;
+       std::string password;
+       std::string address;
+       bool local_server;
+
+       // "world_path" must be kept in sync!
+       WorldSpec world_spec;
+};
index b3b17c2d1e4c04b99ace9bc2d22dfc94e65680fb..af6d307dcccde61f27b2e5652df12d285b4e09d5 100644 (file)
@@ -197,7 +197,7 @@ int main(int argc, char *argv[])
        }
 #endif
 
-       GameParams game_params;
+       GameStartData game_params;
 #ifdef SERVER
        porting::attachOrCreateConsole();
        game_params.is_dedicated_server = true;
@@ -604,10 +604,14 @@ static bool game_configure(GameParams *game_params, const Settings &cmd_args)
 
 static void game_configure_port(GameParams *game_params, const Settings &cmd_args)
 {
-       if (cmd_args.exists("port"))
+       if (cmd_args.exists("port")) {
                game_params->socket_port = cmd_args.getU16("port");
-       else
-               game_params->socket_port = g_settings->getU16("port");
+       } else {
+               if (game_params->is_dedicated_server)
+                       game_params->socket_port = g_settings->getU16("port");
+               else
+                       game_params->socket_port = g_settings->getU16("remote_port");
+       }
 
        if (game_params->socket_port == 0)
                game_params->socket_port = DEFAULT_SERVER_PORT;